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Move break overlay (and cursor) further forward in depth
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I didn't really want to move the cursor in front of the HUD, but we face
a bit of an impossible scenario otherwise (it should definitely be in
front of the break overlay for visibility).

So I'll deal with it for now.
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peppy committed Aug 27, 2024
1 parent c2c83fe commit abdbe51
Showing 1 changed file with 8 additions and 8 deletions.
16 changes: 8 additions & 8 deletions osu.Game/Screens/Play/Player.cs
Original file line number Diff line number Diff line change
Expand Up @@ -446,14 +446,6 @@ private Drawable createOverlayComponents(IWorkingBeatmap working)
Children = new[]
{
DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
{
Clock = DrawableRuleset.FrameStableClock,
ProcessCustomClock = false,
Breaks = working.Beatmap.Breaks
},
// display the cursor above some HUD elements.
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
HUDOverlay = new HUDOverlay(DrawableRuleset, GameplayState.Mods, Configuration.AlwaysShowLeaderboard)
{
HoldToQuit =
Expand All @@ -472,6 +464,14 @@ private Drawable createOverlayComponents(IWorkingBeatmap working)
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
{
Clock = DrawableRuleset.FrameStableClock,
ProcessCustomClock = false,
Breaks = working.Beatmap.Breaks
},
// display the cursor above some HUD elements.
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
{
RequestSkip = performUserRequestedSkip
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